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Base struct for StateTree Tasks. Tasks are logic executed in an active state.
| Name | FStateTreeTaskBase |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeTaskBase.h |
| Include Path | #include "StateTreeTaskBase.h" |
Syntax
USTRUCT (Meta=(Hidden))
struct FStateTreeTaskBase : public FStateTreeNodeBase
Inheritance Hierarchy
- FStateTreeNodeBase → FStateTreeTaskBase
Derived Classes
FStateTreeTaskBase derived class hierarchy
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FStateTreeTaskBase() |
StateTreeTaskBase.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCanEditConsideredForCompletion | uint8 | True if the user can edit bConsideredForCompletion in the editor. | StateTreeTaskBase.h | |
| bConsideredForCompletion | uint8 | True if the task is considered for completion. | StateTreeTaskBase.h | |
| bConsideredForScheduling | uint8 | If set to true, the task is considered for scheduled tick. | StateTreeTaskBase.h | |
| bShouldAffectTransitions | uint8 | If set to true, TriggerTransitions() is called during transition handling. | StateTreeTaskBase.h | |
| bShouldCallTick | uint8 | If set to true, Tick() is called. | StateTreeTaskBase.h | |
| bShouldCallTickOnlyOnEvents | uint8 | If set to true, Tick() is called only when there are events. | StateTreeTaskBase.h | |
| bShouldCopyBoundPropertiesOnExitState | uint8 | If set to true, copy the values of bound properties before calling ExitState(). Default true. | StateTreeTaskBase.h | |
| bShouldCopyBoundPropertiesOnTick | uint8 | If set to true, copy the values of bound properties before calling Tick(). | StateTreeTaskBase.h | |
| bShouldStateChangeOnReselect | uint8 | If set to true, the task will receive EnterState/ExitState even if the state was previously active. | StateTreeTaskBase.h | |
| bTaskEnabled | uint8 | True if the node is Enabled (i.e. not explicitly disabled in the asset). | StateTreeTaskBase.h | |
| TransitionHandlingPriority | EStateTreeTransitionPriority | StateTreeTaskBase.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual EStateTreeRunStatus EnterState
(
FStateTreeExecutionContext& Context, |
Called when a new state is entered and task is part of active states. | StateTreeTaskBase.h | |
virtual void ExitState
(
FStateTreeExecutionContext& Context, |
Called when a current state is exited and task is part of active states. | StateTreeTaskBase.h | |
virtual void StateCompleted
(
FStateTreeExecutionContext& Context, |
Called right after a state has been completed, but before new state has been selected. | StateTreeTaskBase.h | |
virtual EStateTreeRunStatus Tick
(
FStateTreeExecutionContext& Context, |
Called during state tree tick when the task is on active state. | StateTreeTaskBase.h | |
virtual void TriggerTransitions
(
FStateTreeExecutionContext& Context |
Called when state tree triggers transitions. | StateTreeTaskBase.h |
Overridden from FStateTreeNodeBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FColor GetIconColor() |
StateTreeTaskBase.h | ||
virtual FName GetIconName() |
StateTreeTaskBase.h |